foss-mmo/modules
Juliana Sims c8705eca18
Fix the switch collision issue for real
The issue was that the new switch code to support stacked actors sends
`'activate` to every actor at a given grid coordinate regardless of type. This
is fine for most uses, but because this level had an emitter over a wall, the
switch tries to `'activate` the wall. Replacing the wall tile with a floor
tile (which produces no actor and therefore receives no `'activate` message)
works just fine. Instead of adding type checking to allow a hacky and needless
use case, I instead advise just not sticking switch targets over walls or other
actors that don't support `'activate`.
2024-05-25 15:23:56 -04:00
..
dom Rotate logic gate sprites based on direction. 2024-05-23 17:51:41 -04:00
game Fix the switch collision issue for real 2024-05-25 15:23:56 -04:00
goblins Take the "wh" out of whactormaps. 2024-05-18 18:47:58 -04:00
guile Add block pushing and wireworld simulation. 2024-05-18 14:04:35 -04:00
ice-9 Add block pushing and wireworld simulation. 2024-05-18 14:04:35 -04:00
math First commit! 2024-05-17 13:08:43 -04:00
srfi Add block pushing and wireworld simulation. 2024-05-18 14:04:35 -04:00
local-storage.scm Big actor refactor; use local storage for auto-save. 2024-05-20 22:12:35 -04:00
math.scm Rotate logic gate sprites based on direction. 2024-05-23 17:51:41 -04:00